January/February 2008
Teaching Visual Literacy Through Graphic Novels
|
Gravett’s 2005 Graphic Novels: Everything You Need to Know (Collins Design) explores 30 graphic novels |
The balance of power between words and images which, after |
|
The graphic novel, increasingly popular with students and educators, offers teachers the opportunity to explore the “rhetoric” of the visual-print world and the opportunity for students to become media literate. Varnum and Gibbons (2001) continue, “Like film, television and the Internet, comics systematically combines words and pictures” (p. ix). This unique medium of comics, graphic novels especially, offers great stories, art, and information, and the opportunity for students to apply critical thinking to analyze, evaluate and even create graphic novels. The emerging theory of the medium may help readers to ask questions about what they read, see, and even hear. Current Scholarship Scholarly theory about graphic novels remains in its infancy and is emerging from multiple disciplines—art (Carrier’s 2000 The Aesthetics of Comics), English (Varnum and Gibbons’ 2001 The Language of Comics), and history (Harvey’s 1996 The Art of the Comic Book: An Aesthetic History), as well as cultural studies. Scholars do not all distinguish between the comic book and the graphic novel; moreover, the term “graphic novel” itself remains problematic (Wolk, pp. 60-64). However, the graphic novel is seen as legitimate art and is garnering support in the classroom from Scholastic Publishing to the Maryland Comic Book Initiative.
Illustrating the Basics Eisner in Comics and Sequential Art (1985) and Graphic Storytelling and Visual Narrative (1996) and McCloud in Understanding Comics (1993) offer both helpful histories of the medium and accessible means to understanding graphic novels and their codes with visual examples. Their explanations of terms are precisely those that can help ordinary readers analyze and understand the medium, including:
Familiarity with the basic concepts and conventions of the graphic novel enables students to ask questions such as why are there so few speech balloons in a certain story, or why is a whole page just one panel, or would this information seem different in color rather than black and white? Just as we use such concepts as plot, character, and setting to better understand and discuss print fiction, we can use concepts of the graphic novel to understand how it communicates.
References Carrier, D. (2000). The aesthetics of comics. University Park, PA: The Pennsylvania State University Press. Carter, J. B. (Ed.). (2007). Building literacy connections with graphic novels. Urbana, IL: National Council of Teachers of English Davila, V.(Ed.). (2004) How to draw graphic novels. New York: Scholastic . Eisner, W. (1996). Graphic storytelling and visual narrative. Tamarac, FL: Poorhouse Press. Eisner, W. (1985). Comics & sequential art. Tamarac, FL: Poorhouse Press. Gertler, N., & Lieber, S. (2004). The complete idiot’s guide to creating a graphic novel. Indianapolis, IN: Alpha Books. Groensteen, T. (2007). The system of comics. ( B. Beaty & N. Nguyen, Trans.). Jackson, Mississippi: University Press of Mississippi. (Original work published 1999) Harvey, R. C. (1996). The art of the comic book. Jackson, Mississippi: University Press of Mississippi. McCloud, S. (1993). Understanding comics: The invisible art. New York: Harper Collins. Varnum, R., & Gibbons, C. T. (Eds.). (2001). The language of comics. Jackson, Mississippi: University Press of Mississippi. Wolk, D. (2007). Reading comics: How graphic novels work and what they mean. Cambridge, MA: Da Capo Press. |
------------------
|
Gretchen Schwarz is a Professor in the School of Teaching and Curriculum Leadership at Oklahoma State University, with teaching and research interests in media literacy and graphic novels. She just saw the film version of Persepolis, which was wonderful but only the first half is classroom friendly.. |




